fix: 修复武器经验获取并完善义体系统
- 修复战斗胜利后未获得武器技能经验的问题 (initCombat未传递skillExpReward) - 每级武器技能提供5%武器伤害加成(已实现,无需修改) - 实现义体安装/卸载功能,支持NPC对话交互 - StatusPanel添加义体装备槽显示 - MapPanel修复NPC对话import问题 - 新增成就系统框架 - 添加项目文档CLAUDE.md Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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CLAUDE.md
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CLAUDE.md
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# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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This is a text-based idle adventure game (文字冒险游戏) built with uni-app, Vue 3, and Pinia. The game features skill-driven progression, idle mechanics, combat, crafting, and a dark post-apocalyptic theme.
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**Tech Stack:**
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- Framework: uni-app (Vue 3 with Composition API)
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- State Management: Pinia
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- Testing: Jest + Vitest + Playwright
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- Style: SCSS with global variables
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## Build and Run Commands
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### Development
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- Use HBuilderX IDE to run the project (uni-app standard)
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- Run to different platforms: mp-weixin (WeChat Mini Program), h5, app
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### Testing
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```bash
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npm test # Run Jest tests in watch mode
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npm run test:watch # Run tests in watch mode
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npm run test:coverage # Generate coverage report
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```
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## Architecture
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### Directory Structure
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```
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├── components/
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│ ├── common/ # Reusable UI components (ProgressBar, StatItem, etc.)
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│ ├── layout/ # Layout components (TabBar, Drawer)
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│ ├── panels/ # Main game panels (StatusPanel, MapPanel, LogPanel)
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│ └── drawers/ # Slide-out drawers (Inventory, Event, Shop, Crafting)
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├── config/ # Game configuration (skills, items, enemies, locations, etc.)
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├── store/ # Pinia stores (player.js, game.js)
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├── utils/ # Game systems (combat, skill, item, task, event, etc.)
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├── pages/ # Uni-app pages
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└── tests/ # Unit tests with fixtures and helpers
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```
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### Core Systems (utils/)
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- **skillSystem.js**: Skill unlocking, XP, leveling, milestone rewards, parent skills
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- **combatSystem.js**: AP/EP hit calculation, three-layer defense (evade/shield/armor), damage
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- **itemSystem.js**: Item usage, equipment, quality calculation, inventory management
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- **taskSystem.js**: Idle task management, mutual exclusion checks
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- **eventSystem.js**: Event triggering, NPC dialogue handling
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- **environmentSystem.js**: Environment penalties, passive skill XP
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- **gameLoop.js**: Main game tick (1-second interval), time progression, auto-save
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- **storage.js**: Save/load using uni.setStorageSync, offline earnings
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- **craftingSystem.js**: Recipe-based crafting with quality calculation
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- **levelingSystem.js**: Player level progression and stat scaling
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- **mapLayout.js**: Visual map representation
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### State Management (Pinia Stores)
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- **player.js**: Base stats, current stats (HP/stamina/sanity), level, skills, equipment, inventory, currency, location, flags
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- **game.js**: Current tab, drawer states, logs, game time, combat state, active tasks, market prices, current event
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### Configuration (config/)
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- **constants.js**: Game constants (quality levels, stat scaling, time scale, etc.)
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- **skills.js**: All skill definitions with milestones and unlock conditions
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- **items.js**: All item definitions (weapons, consumables, materials, books)
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- **enemies.js**: Enemy stats, drops, spawn conditions
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- **locations.js**: Area definitions, connections, activities, unlock conditions
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- **npcs.js**: NPC dialogue trees and interactions
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- **events.js**: Event definitions and triggers
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- **recipes.js**: Crafting recipes
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- **shop.js**: Shop inventory and pricing
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- **formulas.js**: Mathematical formulas for stat calculations
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## Key Game Concepts
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### Quality System (品质系统)
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Items have quality (0-250) that affects their power:
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- 0-49: 垃圾 (Trash)
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- 50-99: 普通 (Common)
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- 100-139: 优秀 (Good)
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- 140-169: 稀有 (Rare)
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- 170-199: 史诗 (Epic)
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- 200-250: 传说 (Legendary)
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Each tier has a multiplier that increases item stats.
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### AP/EP Combat System
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- AP (Attack Points) = 灵巧 + 智力×0.2 + skills + equipment + stance - enemyCountPenalty
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- EP (Evasion Points) = 敏捷 + 智力×0.2 + skills + equipment + stance - environmentPenalty
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- Hit rate is non-linear: AP=5×EP → ~98%, AP=EP → ~50%, AP=0.5×EP → ~24%
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### Three-Layer Defense
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1. Evasion (complete dodge)
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2. Shield absorption
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3. Defense reduction (min 10% damage)
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### Skill Milestones
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Skills provide permanent global bonuses at specific levels (e.g., all weapons +crit rate at level 5). Parent skills auto-level to match highest child skill level.
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### Time System
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- 1 real second = 5 game minutes
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- Day/night cycle affects gameplay
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- Markets refresh daily
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- Offline earnings available (0.5h base, 2.5h with ad)
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### Idle Tasks
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Active tasks (reading, training, working) and passive tasks (environment adaptation). Combat is mutually exclusive with most tasks.
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## Important Patterns
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### Adding New Skills
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1. Add config to `config/skills.js`
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2. Set unlockCondition (item, location, or skill level)
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3. Add milestones with permanent bonuses
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4. Link to parentSkill if applicable
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### Adding New Items
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1. Add config to `config/items.js`
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2. Set baseValue, baseDamage/defense, type
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3. Add to shop or enemy drop tables
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4. For equipment, quality affects final stats
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### Adding New Locations
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1. Add to `config/locations.js`
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2. Set connections, enemies, activities
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3. Add unlockCondition if needed
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4. Update `utils/mapLayout.js` for visual representation
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### Store Usage
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```javascript
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import { usePlayerStore } from '@/store/player.js'
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import { useGameStore } from '@/store/game.js'
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const player = usePlayerStore()
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const game = useGameStore()
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// Access state
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player.baseStats.strength
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game.logs
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// Call actions
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game.addLog('message', 'info')
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```
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### Color Variables (uni.scss)
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- $bg-primary: #0a0a0f (main background)
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- $accent: #4ecdc4 (primary accent)
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- $danger: #ff6b6b (combat/HP low)
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- Quality colors: $quality-trash through $quality-legend
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## Development Workflow
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### Game Loop Timing
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- Main loop runs every 1 second via `gameLoop.js`
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- Time advances by TIME_SCALE (5) minutes per tick
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- Auto-save triggers every 30 game minutes
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### Saving
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- `App.vue` handles onLaunch/onShow/onHide
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- Auto-saves on app hide
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- Manual save via `window.manualSave()`
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- Logs are NOT persisted (cleared on load)
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### Testing
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- Tests in `tests/unit/` use Vitest
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- Fixtures in `tests/fixtures/` provide mock data
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- Helpers in `tests/helpers/` mock timers, stores, random
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- See `tests/README.md` for testing guidelines
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## Known Gotchas
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1. **uni API availability**: Some uni APIs only work in specific platforms (H5 vs mini-program)
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2. **Store timing**: Always use `setActivePinia(createPinia())` in tests
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3. **Logs array**: Limited to 200 entries, shifts old entries
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4. **Skill level cap**: Cannot exceed player level × 2
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5. **Equipment quality**: Calculated as base × quality% × tierMultiplier
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6. **Combat stance**: Switching stance resets attack progress
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7. **Market saturation**: Selling same item reduces price (encourages exploration)
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@@ -124,7 +124,7 @@ import { NPC_CONFIG } from '@/config/npcs.js'
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import { ENEMY_CONFIG, getRandomEnemyForLocation } from '@/config/enemies.js'
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import { getShopConfig } from '@/config/shop.js'
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import { initCombat, getEnvironmentType } from '@/utils/combatSystem.js'
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import { triggerExploreEvent, tryFlee } from '@/utils/eventSystem.js'
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import { triggerExploreEvent, tryFlee, startNPCDialogue } from '@/utils/eventSystem.js'
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import TextButton from '@/components/common/TextButton.vue'
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import ProgressBar from '@/components/common/ProgressBar.vue'
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import FilterTabs from '@/components/common/FilterTabs.vue'
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@@ -252,16 +252,8 @@ const availableNPCs = computed(() => {
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function talkToNPC(npc) {
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game.addLog(`与 ${npc.name} 开始对话...`, 'info')
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// 打开 NPC 对话
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if (npc.dialogue && npc.dialogue.first) {
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game.drawerState.event = true
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game.currentEvent = {
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type: 'npc_dialogue',
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npcId: npc.id,
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dialogue: npc.dialogue.first,
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choices: npc.dialogue.first.choices || []
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}
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}
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// 使用 eventSystem 的 startNPCDialogue 来处理对话
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startNPCDialogue(game, npc.id, 'first', player)
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}
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function openInventory() {
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@@ -360,14 +352,15 @@ function startCombat() {
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// 获取环境类型
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const environment = getEnvironmentType(player.currentLocation)
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// 使用 initCombat 初始化战斗
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game.combatState = initCombat(enemyConfig.id, enemyConfig, environment)
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// 使用 initCombat 初始化战斗,传入偏好的战斗姿态
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game.combatState = initCombat(enemyConfig.id, enemyConfig, environment, game.preferredStance)
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game.inCombat = true
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}
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function changeStance(stance) {
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if (game.combatState) {
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game.combatState.stance = stance
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game.preferredStance = stance // 记住玩家选择的姿态
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game.addLog(`切换到${stanceTabs.find(t => t.id === stance)?.label}姿态`, 'combat')
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}
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}
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@@ -114,6 +114,19 @@
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</view>
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<text v-else class="equipment-slot__empty">空</text>
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</view>
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<view class="equipment-slot" :class="{ 'equipment-slot--empty': !player.equipment.prosthetic }">
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<text class="equipment-slot__label">义体</text>
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<view v-if="player.equipment.prosthetic" class="equipment-slot__item">
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<text class="equipment-slot__name" style="color: #ff6b9d;">
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{{ player.equipment.prosthetic.icon }} {{ player.equipment.prosthetic.name }}
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</text>
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<text v-if="player.equipment.prosthetic.stats" class="equipment-slot__stats">
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{{ formatProstheticStats(player.equipment.prosthetic.stats) }}
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</text>
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<text v-if="player.equipment.prosthetic.skill" class="equipment-slot__quality">[{{ getProstheticSkillName(player.equipment.prosthetic.skill) }}]</text>
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</view>
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<text v-else class="equipment-slot__empty">空</text>
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</view>
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</view>
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</view>
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@@ -575,6 +588,26 @@ function cancelActiveTask(task) {
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endTask(game, player, task.id, false)
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game.addLog(`取消了 ${task.name}`, 'info')
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}
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// 义体相关辅助函数
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function formatProstheticStats(stats) {
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if (!stats) return ''
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const parts = []
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if (stats.strength) parts.push(`力+${stats.strength}`)
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if (stats.agility) parts.push(`敏+${stats.agility}`)
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if (stats.dexterity) parts.push(`灵+${stats.dexterity}`)
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if (stats.intuition) parts.push(`智+${stats.intuition}`)
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if (stats.vitality) parts.push(`体+${stats.vitality}`)
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if (stats.attack) parts.push(`攻+${stats.attack}`)
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if (stats.defense) parts.push(`防+${stats.defense}`)
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return parts.join(' ')
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}
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function getProstheticSkillName(skillId) {
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const { SKILL_CONFIG } = require('@/config/skills')
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const skill = SKILL_CONFIG[skillId]
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return skill ? skill.name : skillId
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}
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</script>
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<style lang="scss" scoped>
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110
config/achievements.js
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config/achievements.js
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@@ -0,0 +1,110 @@
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/**
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* 成就系统配置
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*/
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export const ACHIEVEMENT_CONFIG = {
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// ===== 战斗成就 =====
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first_blood: {
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id: 'first_blood',
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name: '初露锋芒',
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description: '击败第一个敌人',
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icon: '⚔️',
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condition: { type: 'kill', count: 1 },
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reward: { copper: 100, exp: 20 }
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},
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hunter: {
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id: 'hunter',
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name: '狩猎者',
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description: '击败10个敌人',
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icon: '🏹',
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condition: { type: 'kill', count: 10 },
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reward: { copper: 500, exp: 100 }
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},
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slayer: {
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id: 'slayer',
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name: '屠戮者',
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description: '击败100个敌人',
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icon: '💀',
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condition: { type: 'kill', count: 100 },
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reward: { copper: 5000, exp: 1000, item: 'iron_sword' }
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},
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// ===== Boss成就 =====
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boss_slayer: {
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id: 'boss_slayer',
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name: '弑君者',
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description: '击败一个Boss',
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icon: '👑',
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condition: { type: 'boss_kill', count: 1 },
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reward: { copper: 2000, exp: 500 }
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},
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// ===== 义体成就 =====
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prosthetic_user: {
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id: 'prosthetic_user',
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name: '机械飞升',
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description: '安装第一个义体',
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icon: '🦾',
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condition: { type: 'equip_prosthetic', count: 1 },
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reward: { copper: 1000, exp: 200 }
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},
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full_conversion: {
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id: 'full_conversion',
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name: '完全机械化',
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description: '同时装备4个义体',
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icon: '🤖',
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condition: { type: 'equip_prosthetic', count: 4 },
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reward: { copper: 10000, exp: 2000 }
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},
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// ===== 技能成就 =====
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skill_master: {
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id: 'skill_master',
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name: '宗师',
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description: '任意技能达到20级',
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icon: '📜',
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condition: { type: 'skill_level', level: 20 },
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reward: { copper: 3000, exp: 500 }
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},
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// ===== 探索成就 =====
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explorer: {
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id: 'explorer',
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name: '探险家',
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description: '访问所有区域',
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icon: '🗺️',
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condition: { type: 'visit_locations', count: 99 },
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reward: { copper: 2000, exp: 300 }
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},
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// ===== 财富成就 =====
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wealthy: {
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id: 'wealthy',
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name: '小有积蓄',
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description: '累计获得10000铜币',
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icon: '💰',
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condition: { type: 'total_earned', amount: 10000 },
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reward: { item: 'lucky_ring' }
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},
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// ===== 生存成就 =====
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survivor: {
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id: 'survivor',
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name: '幸存者',
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description: '存活10天',
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icon: '🌅',
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condition: { type: 'survive_days', days: 10 },
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reward: { copper: 1000, exp: 200 }
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},
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veteran: {
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id: 'veteran',
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name: '老兵',
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description: '存活30天',
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icon: '🎖️',
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condition: { type: 'survive_days', days: 30 },
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reward: { copper: 5000, exp: 1000, item: 'iron_armor' }
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}
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}
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@@ -40,5 +40,53 @@ export const NPC_CONFIG = {
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]
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}
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}
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},
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ripper_doc: {
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id: 'ripper_doc',
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name: '义体医生',
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location: 'blackmarket',
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icon: '👨⚕️',
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dialogue: {
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first: {
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text: '嗯...你是新面孔。我看你的身体还很"原始",需要做点升级吗?',
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choices: [
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{ text: '什么是义体?', next: 'explain_prosthetic' },
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{ text: '我想安装义体', next: 'install_prosthetic' },
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{ text: '我想卸下义体', next: 'remove_prosthetic' },
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{ text: '离开', next: null }
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]
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},
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explain_prosthetic: {
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text: '义体是机械植入物,可以大幅增强你的能力。它们通常只有从强大的敌人身上才能获得。装备义体后,你还能获得特殊的攻击技能。',
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choices: [
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{ text: '我想安装义体', next: 'install_prosthetic' },
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{ text: '离开', next: null }
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]
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},
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install_prosthetic: {
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text: '让我看看...你有以下义体可以安装:\n{prosthetic_list}\n\n选择一件装备吧。',
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choices: [
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{ text: '{refresh}', next: 'install_prosthetic', action: 'refresh_list' },
|
||||
{ text: '返回', next: 'first' }
|
||||
],
|
||||
dynamicChoices: 'prosthetic_inventory'
|
||||
},
|
||||
remove_prosthetic: {
|
||||
text: '卸下义体是个精细的手术...你确定吗?当前装备的义体:\n{equipped_prosthetic}',
|
||||
choices: [
|
||||
{ text: '确定卸下', next: null, action: 'remove_prosthetic' },
|
||||
{ text: '返回', next: 'first' }
|
||||
]
|
||||
}
|
||||
},
|
||||
services: {
|
||||
install_prosthetic: {
|
||||
cost: 500 // 安装费用
|
||||
},
|
||||
remove_prosthetic: {
|
||||
cost: 200 // 卸下费用
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -143,22 +143,27 @@ export function calculateEP(defender, stance = 'balance', environment = 'normal'
|
||||
*
|
||||
* @param {Number} ap - 攻击点数
|
||||
* @param {Number} ep - 闪避点数
|
||||
* @param {Boolean} isPlayer - 是否是玩家攻击(玩家享受最低命中率加成)
|
||||
* @returns {Number} 命中概率 (0-1)
|
||||
*/
|
||||
export function calculateHitRate(ap, ep) {
|
||||
export function calculateHitRate(ap, ep, isPlayer = false) {
|
||||
const ratio = ap / (ep + 1)
|
||||
|
||||
// 非线性命中概率表
|
||||
if (ratio >= 5) return 0.98
|
||||
if (ratio >= 3) return 0.90
|
||||
if (ratio >= 2) return 0.80
|
||||
if (ratio >= 1.5) return 0.65
|
||||
if (ratio >= 1) return 0.50
|
||||
if (ratio >= 0.75) return 0.38
|
||||
if (ratio >= 0.5) return 0.24
|
||||
if (ratio >= 0.33) return 0.15
|
||||
if (ratio >= 0.2) return 0.08
|
||||
return 0.05
|
||||
let hitRate = 0.05
|
||||
if (ratio >= 5) hitRate = 0.98
|
||||
else if (ratio >= 3) hitRate = 0.90
|
||||
else if (ratio >= 2) hitRate = 0.80
|
||||
else if (ratio >= 1.5) hitRate = 0.65
|
||||
else if (ratio >= 1) hitRate = 0.50
|
||||
else if (ratio >= 0.75) hitRate = 0.38
|
||||
else if (ratio >= 0.5) hitRate = 0.24
|
||||
else if (ratio >= 0.33) hitRate = 0.15
|
||||
else if (ratio >= 0.2) hitRate = 0.08
|
||||
|
||||
// 最低命中率:敌人攻击玩家时至少40%命中率,玩家攻击敌人时至少15%
|
||||
const minHitRate = isPlayer ? 0.15 : 0.40
|
||||
return Math.max(minHitRate, hitRate)
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -202,13 +207,13 @@ export function calculateCritMultiplier(attacker) {
|
||||
* @param {Object} defenderBonuses - 防御者加成
|
||||
* @returns {Object} { hit: boolean, damage: number, crit: boolean, evaded: boolean, shieldAbsorbed: number }
|
||||
*/
|
||||
export function processAttack(attacker, defender, stance = 'balance', environment = 'normal', attackerBonuses = {}, defenderBonuses = {}) {
|
||||
export function processAttack(attacker, defender, stance = 'balance', environment = 'normal', attackerBonuses = {}, defenderBonuses = {}, isPlayerAttacker = false) {
|
||||
// 计算AP和EP
|
||||
const ap = calculateAP(attacker, stance, 1, environment, attackerBonuses)
|
||||
const ep = calculateEP(defender, 'balance', environment, defenderBonuses)
|
||||
|
||||
// 计算命中概率
|
||||
const hitRate = calculateHitRate(ap, ep)
|
||||
// 计算命中概率(玩家攻击时isPlayerAttacker=true,敌人攻击时isPlayerAttacker=false)
|
||||
const hitRate = calculateHitRate(ap, ep, isPlayerAttacker)
|
||||
|
||||
// 第一步:闪避判定
|
||||
const roll = Math.random()
|
||||
@@ -391,7 +396,8 @@ export function combatTick(gameStore, playerStore, combatState) {
|
||||
stance,
|
||||
environment,
|
||||
playerBonuses,
|
||||
{}
|
||||
{},
|
||||
true // 玩家攻击
|
||||
)
|
||||
|
||||
if (playerAttack.hit) {
|
||||
@@ -441,7 +447,8 @@ export function combatTick(gameStore, playerStore, combatState) {
|
||||
'balance',
|
||||
environment,
|
||||
{},
|
||||
playerBonuses
|
||||
playerBonuses,
|
||||
false // 敌人攻击
|
||||
)
|
||||
|
||||
if (enemyAttack.hit) {
|
||||
@@ -516,9 +523,10 @@ export function getStaminaCost(stance) {
|
||||
* @param {String} enemyId - 敌人ID
|
||||
* @param {Object} enemyConfig - 敌人配置
|
||||
* @param {String} environment - 环境类型
|
||||
* @param {String} preferredStance - 玩家偏好的战斗姿态
|
||||
* @returns {Object} 战斗状态
|
||||
*/
|
||||
export function initCombat(enemyId, enemyConfig, environment = 'normal') {
|
||||
export function initCombat(enemyId, enemyConfig, environment = 'normal', preferredStance = 'balance') {
|
||||
return {
|
||||
enemyId,
|
||||
enemy: {
|
||||
@@ -530,9 +538,10 @@ export function initCombat(enemyId, enemyConfig, environment = 'normal') {
|
||||
defense: enemyConfig.baseStats.defense,
|
||||
baseStats: enemyConfig.baseStats,
|
||||
expReward: enemyConfig.expReward,
|
||||
skillExpReward: enemyConfig.skillExpReward || 0,
|
||||
drops: enemyConfig.drops || []
|
||||
},
|
||||
stance: 'balance',
|
||||
stance: preferredStance, // 使用玩家偏好的战斗姿态
|
||||
environment,
|
||||
startTime: Date.now(),
|
||||
ticks: 0
|
||||
|
||||
@@ -8,9 +8,11 @@ import { EVENT_CONFIG } from '@/config/events.js'
|
||||
import { LOCATION_CONFIG } from '@/config/locations.js'
|
||||
import { SKILL_CONFIG } from '@/config/skills.js'
|
||||
import { ENEMY_CONFIG } from '@/config/enemies.js'
|
||||
import { ITEM_CONFIG } from '@/config/items.js'
|
||||
import { unlockSkill } from './skillSystem.js'
|
||||
import { addItemToInventory } from './itemSystem.js'
|
||||
import { initCombat, getEnvironmentType } from './combatSystem.js'
|
||||
import { installProsthetic, removeProsthetic } from './prostheticSystem.js'
|
||||
|
||||
/**
|
||||
* 检查并触发事件
|
||||
@@ -198,8 +200,9 @@ function renderTemplate(template, context) {
|
||||
* @param {Object} gameStore - 游戏Store
|
||||
* @param {String} npcId - NPC ID
|
||||
* @param {String} dialogueKey - 对话键名
|
||||
* @param {Object} playerStore - 玩家Store(用于动态选项生成)
|
||||
*/
|
||||
export function startNPCDialogue(gameStore, npcId, dialogueKey = 'first') {
|
||||
export function startNPCDialogue(gameStore, npcId, dialogueKey = 'first', playerStore = null) {
|
||||
const npc = NPC_CONFIG[npcId]
|
||||
if (!npc) {
|
||||
console.warn(`NPC ${npcId} not found`)
|
||||
@@ -212,14 +215,27 @@ export function startNPCDialogue(gameStore, npcId, dialogueKey = 'first') {
|
||||
return
|
||||
}
|
||||
|
||||
// 处理模板变量
|
||||
let text = dialogue.text
|
||||
if (playerStore) {
|
||||
text = renderDialogueTemplate(text, playerStore, dialogue)
|
||||
}
|
||||
|
||||
// 生成选项列表(包括动态选项)
|
||||
let choices = dialogue.choices || []
|
||||
if (dialogue.dynamicChoices && playerStore) {
|
||||
const dynamicChoices = generateDynamicChoices(dialogue.dynamicChoices, playerStore)
|
||||
choices = [...dynamicChoices, ...choices]
|
||||
}
|
||||
|
||||
// 构建事件数据
|
||||
const eventData = {
|
||||
id: `npc_${npcId}_${dialogueKey}`,
|
||||
type: 'dialogue',
|
||||
title: npc.name,
|
||||
text: dialogue.text,
|
||||
text: text,
|
||||
npc: npc,
|
||||
choices: dialogue.choices || [],
|
||||
choices: choices,
|
||||
currentDialogue: dialogueKey,
|
||||
npcId
|
||||
}
|
||||
@@ -228,6 +244,61 @@ export function startNPCDialogue(gameStore, npcId, dialogueKey = 'first') {
|
||||
gameStore.drawerState.event = true
|
||||
}
|
||||
|
||||
/**
|
||||
* 渲染对话模板(替换变量)
|
||||
*/
|
||||
function renderDialogueTemplate(template, playerStore, dialogue) {
|
||||
let text = template
|
||||
|
||||
// 替换义体列表
|
||||
if (text.includes('{prosthetic_list}')) {
|
||||
const prostheticList = getProstheticInventoryList(playerStore)
|
||||
text = text.replace('{prosthetic_list}', prostheticList)
|
||||
}
|
||||
|
||||
// 替换已装备的义体
|
||||
if (text.includes('{equipped_prosthetic}')) {
|
||||
const equipped = playerStore.equipment?.prosthetic
|
||||
const equippedText = equipped ? `${equipped.name} (${equipped.description})` : '无'
|
||||
text = text.replace('{equipped_prosthetic}', equippedText)
|
||||
}
|
||||
|
||||
return text
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取玩家背包中的义体列表
|
||||
*/
|
||||
function getProstheticInventoryList(playerStore) {
|
||||
const prosthetics = playerStore.inventory.filter(item => item.type === 'prosthetic')
|
||||
if (prosthetics.length === 0) {
|
||||
return '(你没有义体可以安装)'
|
||||
}
|
||||
return prosthetics.map(p => `• ${p.name}: ${p.description}`).join('\n')
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成动态选项
|
||||
*/
|
||||
function generateDynamicChoices(type, playerStore) {
|
||||
switch (type) {
|
||||
case 'prosthetic_inventory':
|
||||
// 生成义体安装选项
|
||||
const prosthetics = playerStore.inventory.filter(item => item.type === 'prosthetic')
|
||||
if (prosthetics.length === 0) {
|
||||
return []
|
||||
}
|
||||
return prosthetics.map(p => ({
|
||||
text: `安装 ${p.name}`,
|
||||
action: 'install_prosthetic',
|
||||
actionData: { itemId: p.id }
|
||||
}))
|
||||
|
||||
default:
|
||||
return []
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理对话选择
|
||||
* @param {Object} gameStore - 游戏Store
|
||||
@@ -259,7 +330,7 @@ export function handleDialogueChoice(gameStore, playerStore, choice) {
|
||||
// 继续对话
|
||||
const currentEvent = gameStore.currentEvent
|
||||
if (currentEvent && currentEvent.npc) {
|
||||
startNPCDialogue(gameStore, currentEvent.npc.id, choice.next)
|
||||
startNPCDialogue(gameStore, currentEvent.npc.id, choice.next, playerStore)
|
||||
result.closeEvent = false
|
||||
}
|
||||
} else if (!choice.action) {
|
||||
@@ -418,6 +489,60 @@ export function processDialogueAction(gameStore, playerStore, action, actionData
|
||||
// 直接关闭
|
||||
return { success: true, message: '', closeEvent: true }
|
||||
|
||||
case 'install_prosthetic':
|
||||
// 安装义体
|
||||
if (actionData.itemId) {
|
||||
const item = playerStore.inventory.find(i => i.id === actionData.itemId)
|
||||
if (!item) {
|
||||
return { success: false, message: '找不到该义体', closeEvent: false }
|
||||
}
|
||||
const installResult = installProsthetic(playerStore, gameStore, item)
|
||||
if (installResult.success) {
|
||||
// 从背包移除义体
|
||||
const index = playerStore.inventory.findIndex(i => i.id === actionData.itemId)
|
||||
if (index > -1) {
|
||||
playerStore.inventory.splice(index, 1)
|
||||
}
|
||||
// 解锁义体技能
|
||||
if (item.grantedSkill) {
|
||||
unlockSkill(playerStore, item.grantedSkill)
|
||||
if (gameStore.addLog) {
|
||||
gameStore.addLog(`解锁了技能: ${SKILL_CONFIG[item.grantedSkill]?.name || item.grantedSkill}`, 'system')
|
||||
}
|
||||
}
|
||||
// 更新成就进度
|
||||
gameStore.achievementProgress.prostheticEquipped = 1
|
||||
gameStore.checkAchievements('equip_prosthetic', { prostheticCount: 1 })
|
||||
// 重新显示对话框
|
||||
const currentEvent = gameStore.currentEvent
|
||||
if (currentEvent && currentEvent.npc) {
|
||||
startNPCDialogue(gameStore, currentEvent.npc.id, 'first', playerStore)
|
||||
}
|
||||
}
|
||||
return { success: installResult.success, message: installResult.message, closeEvent: false }
|
||||
}
|
||||
return { success: false, message: '义体参数错误', closeEvent: false }
|
||||
|
||||
case 'remove_prosthetic':
|
||||
// 卸下义体
|
||||
const removeResult = removeProsthetic(playerStore, gameStore)
|
||||
if (removeResult.success) {
|
||||
// 重新显示对话框
|
||||
const currentEvent = gameStore.currentEvent
|
||||
if (currentEvent && currentEvent.npc) {
|
||||
startNPCDialogue(gameStore, currentEvent.npc.id, 'first', playerStore)
|
||||
}
|
||||
}
|
||||
return { success: removeResult.success, message: removeResult.message, closeEvent: false }
|
||||
|
||||
case 'refresh_list':
|
||||
// 刷新列表(重新显示当前对话框)
|
||||
const evt = gameStore.currentEvent
|
||||
if (evt && evt.npc && evt.currentDialogue) {
|
||||
startNPCDialogue(gameStore, evt.npc.id, evt.currentDialogue, playerStore)
|
||||
}
|
||||
return { success: true, message: '', closeEvent: false }
|
||||
|
||||
default:
|
||||
console.warn(`Unknown dialogue action: ${action}`)
|
||||
return { success: false, message: '未知动作', closeEvent: false }
|
||||
|
||||
142
utils/prostheticSystem.js
Normal file
142
utils/prostheticSystem.js
Normal file
@@ -0,0 +1,142 @@
|
||||
/**
|
||||
* 义体系统 - 安装、卸下、义体适应性
|
||||
*/
|
||||
|
||||
/**
|
||||
* 安装义体
|
||||
* @param {Object} playerStore - 玩家Store
|
||||
* @param {Object} gameStore - 游戏Store
|
||||
* @param {Object} prostheticItem - 义体物品
|
||||
* @returns {Object} { success: boolean, message: string }
|
||||
*/
|
||||
export function installProsthetic(playerStore, gameStore, prostheticItem) {
|
||||
// 检查是否已有义体
|
||||
if (playerStore.equipment.prosthetic) {
|
||||
return {
|
||||
success: false,
|
||||
message: '你已经装备了义体,需要先卸下当前的义体。'
|
||||
}
|
||||
}
|
||||
|
||||
// 检查义体类型
|
||||
if (prostheticItem.type !== 'prosthetic') {
|
||||
return {
|
||||
success: false,
|
||||
message: '这不是义体装备。'
|
||||
}
|
||||
}
|
||||
|
||||
// 装备义体
|
||||
playerStore.equipment.prosthetic = { ...prostheticItem }
|
||||
|
||||
// 解锁义体适应性技能
|
||||
if (!playerStore.skills['prosthetic_adaptation']) {
|
||||
playerStore.skills['prosthetic_adaptation'] = { level: 0, exp: 0 }
|
||||
}
|
||||
|
||||
gameStore.addLog(`安装了 ${prostheticItem.name}`, 'reward')
|
||||
gameStore.addLog(`获得了被动技能: 义体适应性`, 'info')
|
||||
|
||||
// 检查成就
|
||||
gameStore.checkAchievements('equip_prosthetic', { prostheticCount: 1 })
|
||||
|
||||
return {
|
||||
success: true,
|
||||
message: `成功安装 ${prostheticItem.name}`
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 卸下义体
|
||||
* @param {Object} playerStore - 玩家Store
|
||||
* @param {Object} gameStore - 游戏Store
|
||||
* @returns {Object} { success: boolean, message: string, removedItem: Object }
|
||||
*/
|
||||
export function removeProsthetic(playerStore, gameStore) {
|
||||
const currentProsthetic = playerStore.equipment.prosthetic
|
||||
|
||||
if (!currentProsthetic) {
|
||||
return {
|
||||
success: false,
|
||||
message: '你没有装备任何义体。'
|
||||
}
|
||||
}
|
||||
|
||||
// 将义体放回背包
|
||||
playerStore.inventory.push({ ...currentProsthetic })
|
||||
|
||||
// 卸下义体
|
||||
playerStore.equipment.prosthetic = null
|
||||
|
||||
gameStore.addLog(`卸下了 ${currentProsthetic.name}`, 'info')
|
||||
|
||||
return {
|
||||
success: true,
|
||||
message: `成功卸下 ${currentProsthetic.name}`,
|
||||
removedItem: currentProsthetic
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取义体提供的属性加成
|
||||
* @param {Object} prosthetic - 义体装备
|
||||
* @returns {Object} 属性加成
|
||||
*/
|
||||
export function getProstheticBonus(prosthetic) {
|
||||
if (!prosthetic) return null
|
||||
|
||||
return {
|
||||
stats: prosthetic.stats || {},
|
||||
skill: prosthetic.skill || null
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查义体技能是否可用
|
||||
* @param {Object} playerStore - 玩家Store
|
||||
* @param {String} skillId - 技能ID
|
||||
* @returns {Boolean} 是否可用
|
||||
*/
|
||||
export function isProstheticSkillAvailable(playerStore, skillId) {
|
||||
const prosthetic = playerStore.equipment.prosthetic
|
||||
if (!prosthetic) return false
|
||||
|
||||
// 检查义体是否提供该技能
|
||||
return prosthetic.skill === skillId || prosthetic.grantedSkills?.includes(skillId)
|
||||
}
|
||||
|
||||
/**
|
||||
* 增加义体适应性经验
|
||||
* @param {Object} playerStore - 玩家Store
|
||||
* @param {Object} gameStore - 游戏Store
|
||||
* @param {Number} exp - 经验值
|
||||
*/
|
||||
export function addProstheticExp(playerStore, gameStore, exp) {
|
||||
const skill = playerStore.skills['prosthetic_adaptation']
|
||||
if (!skill) return
|
||||
|
||||
const { SKILL_CONFIG } = require('@/config/skills.js')
|
||||
const skillConfig = SKILL_CONFIG['prosthetic_adaptation']
|
||||
const maxLevel = skillConfig.maxLevel
|
||||
|
||||
if (skill.level >= maxLevel) return
|
||||
|
||||
skill.exp += exp
|
||||
const expNeeded = skillConfig.expPerLevel(skill.level)
|
||||
|
||||
while (skill.exp >= expNeeded && skill.level < maxLevel) {
|
||||
skill.exp -= expNeeded
|
||||
skill.level++
|
||||
gameStore.addLog(`义体适应性提升到 Lv.${skill.level}!`, 'reward')
|
||||
|
||||
// 检查里程碑奖励
|
||||
if (skillConfig.milestones[skill.level]) {
|
||||
const milestone = skillConfig.milestones[skill.level]
|
||||
gameStore.addLog(`解锁效果: ${milestone.desc}`, 'info')
|
||||
}
|
||||
|
||||
if (skill.level < maxLevel) {
|
||||
expNeeded = skillConfig.expPerLevel(skill.level)
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user